So far I can mix normal maps but they are both using whatever UV channel is marked with camera mark in object data properties UV maps list.
How can I make Evee to use other UV channel for detail map ? Is it possible at all . I connect UV map input node to texture files vector input . Is it not enough?
I do use it, But Blender ignores it and uses only UV marked with camera mark for both normal maps.
I use mix node with overlay mode to mix unique and detailed normal maps . Maybe it’s a wrong way and Blender couldn’t read from different UV within that color mix node ?
ps. it works fine when I use scale multiplier for detailed texture so it works from the same single UV channel initially. But I’d like to use separate UV channel . Is it possible at all in Blender?
I found it works only if both unwrap are using kind of same tangent space. Ie in both uv channels all UV islands should be oriented same way. So if I have detailed normal map as a single island and the first normal map split into islands rotated randomly I would see detailed map wrong .
My guess since the tangent space is a geometry property there is no workaround , right? Both UV should have same islands with same orientation and that makes having second UV useless .
My guess it’s why people use scale math from same UV rather than separate UV ? test3.7z (215.2 KB)
The problem doesn’t seem to have anything to do with UVs - I think, you’re not supposed to rotate the normal map like that ever. It stops making sense.
No, for unique unwrap is quite common to rotate UV islands for tighter packing while for tile-able textures it has really no sense. So my guess the issue is not solvable